EffectInfo = { Name = "Welcome to Canada eh?", EffectId = "weather_canadian", TimedType = "Normal", EffectGroup = "_group_weatherchange", EffectCategory = "None", IncompatibleIds = { "world_snow", "weather_snowstorm" } } function OnStart() snowMen = {} snowManModel = "prop_prlg_snowpile" snowManModelhash = GET_HASH_KEY(snowManModel) LoadModel(snowManModelhash) end function OnStop() SetSnowState(false) USE_SNOW_FOOT_VFX_WHEN_UNSHELTERED(false) end function OnTick() SetSnowState(true) for _, ped in ipairs(GetAllPeds()) do if DOES_ENTITY_EXIST(ped) and not IS_PED_DEAD_OR_DYING(ped, false) and snowMen[ped] ~= true then -- coords = GET_OFFSET_FROM_ENTITY_IN_WORLD_COORDS(ped, 0, 0, 50) snowManProp = CreatePoolProp(snowManModelhash, coords.x, coords.y, coords.z, false) SET_ENTITY_COLLISION(snowManProp, false, false) ATTACH_ENTITY_TO_ENTITY(snowManProp, ped, GET_PED_BONE_INDEX(ped, 0x0), 0, 0, 0, 0, 0, 0, false, false, false, false, 0, true) snowMen[ped] = true -- allows me to internally track which ped has a snowman attached to them to prevent spawning duplicates and causing a memory crash end end USE_SNOW_FOOT_VFX_WHEN_UNSHELTERED(true) end